コード例 #1
0
        //int m_num = 1;

        //初始化
        public void Init(GameObject obj)
        {
            m_actorObject = obj;
            //m_ani = m_actorObject.GetComponent<Animation>();
            m_actor = (m_actorObject.GetComponent <ActorObj>());

            m_transform          = m_actorObject.transform;
            m_animationCurveData = m_actorObject.GetComponent <AnimationCurveData>();
            if (m_animationCurveData == null)
            {
                //LogMgr.LogError(obj.name + ":缺少动画曲线组件AnimationCurveData,可能将导致异常。美术请检查该模型!!!");
            }

            if (m_actor != null && m_actor != null)
            {
                m_curRadius = m_actor.GetColliderRadius();
            }
            else
            {
                LogMgr.LogError("Please Check m_actor:" + m_actor + " : " + m_actor);
            }

            //如果是PVP状态
            if (CoreEntry.gGameMgr.IsPvpState())
            {
                m_curRadius += 1.8f;
            }
        }
コード例 #2
0
        //位移开始
        public bool StartMove(string clipName, Vector3 dstPos, CurveMoveParam param, int uuid)
        {
            //m_curveMoveParam = param;
            m_needMove = false;

            m_curRadius = m_actor.GetColliderRadius();

            //如果是PVP状态
            if (CoreEntry.gGameMgr.IsPvpState())
            {
                m_curRadius += 1.8f;
            }

            m_MoveDestPos = dstPos;

            if (MoveToPos(clipName, dstPos))
            {
                m_needMove = true;
                m_uuid     = uuid;
                return(true);
            }

            return(false);
        }
コード例 #3
0
ファイル: PortalObj.cs プロジェクト: midgithub/notes
        public override void Init(int resID, int ConfigID, long ServerID, string strEnterAction = "", bool isNpc = false)
        {
            m_shadowType = 0;
            base.Init(resID, ConfigID, ServerID, strEnterAction, isNpc);

            m_PortalCfg = ConfigManager.Instance.Map.GetPortalConfig(ConfigID);

            m_IgnoreEnter = false;
            m_EffectObj   = null;
            if (null != m_PortalCfg)
            {
                //碰撞体
                SphereCollider collider = gameObject.GetComponent <SphereCollider>();
                if (null == collider)
                {
                    collider = gameObject.AddComponent <SphereCollider>();
                }
                collider.isTrigger = true;
                collider.center    = Vector3.zero;
                collider.radius    = m_PortalCfg.Get <float>("trigger_dist");

                //判断是否初始点在检测范围内
                ActorObj actor = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);
                if (null != actor)
                {
                    float distance = Vector3.Distance(actor.transform.position, transform.position);
                    float cdRadius = actor.GetColliderRadius();
                    distance = distance - cdRadius - 0.2f;

                    if (distance <= m_PortalCfg.Get <float>("trigger_dist"))
                    {
                        // m_IgnoreEnter = true;
                    }
                }

                //特效
                GameObject obj = CoreEntry.gGameObjPoolMgr.Instantiate(m_PortalCfg.Get <string>("pfx"));//(GameObject)Instantiate(CoreEntry.gResLoader.LoadResource(m_PortalCfg.pfx));
                if (null != obj)
                {
                    obj.transform.parent        = transform;
                    obj.transform.localPosition = new Vector3(0f, m_PortalCfg.Get <int>("effect_high"), 0f);
                    obj.transform.localScale    = Vector3.one;
                }

                m_EffectObj = obj;
            }
        }
コード例 #4
0
ファイル: GravityMotionBase.cs プロジェクト: midgithub/notes
        public void Init()
        {
            m_gameDataBase = CoreEntry.gGameDBMgr;

            m_actor      = this.gameObject.GetComponent <ActorObj>();
            m_BehitState = m_actor.behitState;

            m_isUseGravity      = false;
            m_gravityMotionType = GravityMotionType.GMT_NONE;

            m_attackObjForward = Vector3.zero;
            m_startToSkyPos    = Vector3.zero;

            F_ACCE = 0;

            nCount = 0;

            m_curRadius = m_actor.GetColliderRadius();

            CancelInvoke("AutoCancelStatic");
            CancelInvoke("MoveDistanceEnd");
        }
コード例 #5
0
ファイル: BehitState.cs プロジェクト: midgithub/notes
        public override void OnEnter(ActorObj actor)
        {
            if (actor == null)
            {
                return;
            }

            //塔不没有受击
            bool bChangeColor = true;

            m_state = ACTOR_STATE.AS_BEHIT;

            m_actor     = actor;
            m_transform = actor.transform;

            //if (m_actor != null)
            //{
            //    m_actor.m_bIsInAttack = true;
            //}

            m_behitParame = m_actor.damageBebitParam;

            monsterObj = m_actor as MonsterObj;
            if (monsterObj != null)
            {
                if (monsterObj.IsVip)
                {
                    monsterObj.VipIsUnderAttack();
                }
            }

            if (CurParam != null && CurParam != null)
            {
                m_curSkillID = CurParam.skillID;
            }

            //m_GameDataBase = CoreEntry.gGameDBMgr;

            if (CurParam != null && CurParam.AttackActor != null)
            {
                m_attack = CurParam.AttackActor;
            }


            m_groundLayerMask = 1 << LayerMask.NameToLayer("ground");



            //m_baseTool = CoreEntry.gBaseTool;

            m_gravityMotionBase = this.gameObject.GetComponent <GravityMotionBase>();

            //m_gravityMotionBase.enabled = true;

            //m_ActionEfxList = new List<EfxAttachAction>();

            //修改shader
            //if (m_actor.ChangeShader("Mobile/BeingHitted"))


            if (monsterObj && monsterObj.m_bIsTower)
            {
                bChangeColor = false;
            }

            if (bChangeColor && m_actor.m_bUseBehitColor && m_actor.mActorType == ActorType.AT_MONSTER &&
                m_attack != null && m_attack is PlayerObj)
            {
                m_actor.SetBrightenShader();

                Invoke("RecoverShader", 0.2f);
            }

            //  if (m_actor.mActorType == ActorType.AT_BOSS && m_actor.AddShader("DZSMobile/Balloon"))
            ////  if (m_actor.mActorType == ActorType.AT_BOSS && m_actor.ChangeShader("DZSMobile/Balloon"))
            //  {
            //      Invoke("RemoveShader", 0.2f);
            //  }

            if (m_actor.mActorType == ActorType.AT_BOSS && m_actor.IsInQiJue())
            {
                CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_Boss_QiJue, null);
            }


            m_curRadius = m_actor.GetColliderRadius();

            //如果浮空,就给浮空处理受击
            if (m_gravityMotionBase != null && m_gravityMotionBase.isUseGravityState)
            {
                m_gravityMotionBase.DoBehit();
            }
            else
            {
                m_bHitBack            = false;
                m_isNonControlProtect = false;
                isNonControl          = false;
                m_isHitDownState      = false;

                //小怪倒地被击
                if (m_gravityMotionBase != null)
                {
                    m_gravityMotionBase.BreakExitBehitState();
                }

                //面向被击玩家
                // if (m_actor.actorCreatureDisplayDesc.chIsBehitNotLookAtTarget == 0)
                if (m_actor.mActorType != ActorType.AT_LOCAL_PLAYER &&
                    m_actor.mActorType != ActorType.AT_MECHANICS && //机械类不转向
                    m_attack != null &&
                    !(m_actor is MonsterObj && !m_actor.bHitTurn))
                {
                    //自动释放法宝技能
                    CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_AutoUseMagicKeySkill, null);
                    //只旋转Y轴
                    Vector3 lookPos = new Vector3(m_attack.transform.position.x,
                                                  m_transform.position.y, m_attack.transform.position.z);

                    m_transform.LookAt(lookPos);
                }

                DoBehitEx();
            }
        }
コード例 #6
0
        protected override void CalculateDamage()
        {
            CancelInvoke("CalculateDamage");

            //bool isDamageSuccess = false;

            List <GameObject> targetList = new List <GameObject>();

            LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_skillBase.m_skillID);


            // 把自己添加进去
            targetList.Insert(0, m_skillBase.m_actor.gameObject);

            //复制目标队列
            List <ActorObj> actors = CoreEntry.gActorMgr.GetAllMonsterActors();

            GameObject[] objList  = new GameObject[actors.Count];
            float[]      fDisList = new float[objList.Length];
            for (int i = 0; i < objList.Length; i++)
            {
                objList[i]  = actors[i].gameObject;
                fDisList[i] = Vector3.Distance(m_skillBase.m_actor.transform.position, objList[i].transform.position);
            }

            // 按距离排序,否则特效的效果会不好
            // 冒泡排序
            for (int i = 1; i < objList.Length; i++)
            {
                for (int j = objList.Length - 1; j >= i; j--)
                {
                    if (fDisList[j] < fDisList[j - 1])
                    {
                        float tmp = fDisList[j - 1];
                        fDisList[j - 1] = fDisList[j];
                        fDisList[j]     = tmp;

                        GameObject tmpObj = objList[j - 1];
                        objList[j - 1] = objList[j];
                        objList[j]     = tmpObj;
                    }
                }
            }

            for (int i = 0; i < objList.Length; i++)
            {
                GameObject obj       = objList[i];
                ActorObj   actorBase = (obj.GetComponent <ActorObj>());

                if (!m_skillBase.m_actor.IsSkillAim((sbyte)m_skillBase.m_skillDesc.Get <int>("faction_limit"), actorBase))
                {
                    continue;
                }

                //按伤害范围算出受伤害对象,具体有没有伤害,还要看对应的属性(免疫等)
                bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), targetList[targetList.Count - 1].transform, // 已最后一个受击者为中立
                                                                    obj.transform, actorBase.GetColliderRadius());
                //伤害对象
                if (isSkillSuccess)
                {
                    targetList.Add(obj);
                }
            }

            //是否持续伤害
            if (m_oneDamageInfo.isRepeatedly && m_repeateKeep > 0)
            {
                Invoke("CalculateDamage", m_oneDamageInfo.damageDiff / m_skillBase.m_speed);
                --m_repeateKeep;
            }

            if (targetList.Count > 1)
            {
                //GameObject obj1 = Instantiate(CoreEntry.gResLoader.LoadResource("Effect/scence/fx_shandianlian")) as GameObject;//CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/scence/fx_shandianlian");
                GameObject        obj1     = CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/scence/fx_shandianlian");
                EfxLightningChain lighting = obj1.GetComponent <EfxLightningChain>();
                lighting.Init(this, targetList);

                SceneEfxPool efx1 = obj1.GetComponent <SceneEfxPool>();
                if (efx1 == null)
                {
                    efx1 = obj1.AddComponent <SceneEfxPool>();
                }

                efx1.Init(Vector3.zero, 2f);
            }
        }
コード例 #7
0
ファイル: Bullet.cs プロジェクト: midgithub/notes
        void TakeAwayTargets(Vector3 translation)
        {
            Vector3    aimPos, wallPos, pos0, dir;
            List <int> NoUseList = null;

            if (m_TakeAwayGameObjectMap.Count > 0)
            {
                NoUseList = new List <int>();
            }

            if (m_param.bCanNotMoveWhenTakenAway)
            {
                bool    canMoveTarget = false;
                Vector3 tmpPos        = this.transform.position;
                if (m_TakeAwayGameObjectMap.Count > 0)
                {
                    //只有在地面上的位置,才是移动目标的有效位置
                    if (m_baseTool.IsAboveTheGround(tmpPos))
                    {
                        canMoveTarget = true;
                    }
                }

                if (canMoveTarget)
                {
                    foreach (int i in m_TakeAwayGameObjectMap.Keys)
                    {
                        ActorObj actorBase = m_TakeAwayGameObjectMap[i].GetComponent <ActorObj>();
                        if (actorBase != null)
                        {
                            float radius = actorBase.GetColliderRadius();
                            if (BaseTool.instance.CanMoveToPos(actorBase.transform.position, tmpPos, radius))
                            {
                                //m_TakeAwayGameObjectMap[i].transform.position = new Vector3(tmpPos.x, m_TakeAwayGameObjectMap[i].transform.position.y, tmpPos.z);
                                BaseTool.SetPosition(m_TakeAwayGameObjectMap[i].transform, tmpPos);
                            }
                        }
                    }
                }
            }
            else
            {
                foreach (int i in m_TakeAwayGameObjectMap.Keys)
                {
                    if (m_TakeAwayGameObjectMap[i] != null)
                    {
                        aimPos  = m_TakeAwayGameObjectMap[i].transform.position + translation;
                        wallPos = m_baseTool.GetWallHitPoint(m_TakeAwayGameObjectMap[i].transform.position, aimPos);
                        if (!wallPos.Equals(aimPos))
                        {
                            // Debug.DrawLine(wallPos, aimPos,Color.cyan);

                            dir = translation;
                            dir.Normalize();
                            //存在空气墙
                            //unity的raycast是向下忽略的,所以不能再下边界做判断,给定的时候,往回取一点值
                            Vector3 wallGroundPos = m_baseTool.GetGroundPoint(wallPos - dir * 0.1f);

                            float distance = Vector3.Distance(m_TakeAwayGameObjectMap[i].transform.position, wallGroundPos);

                            distance -= 0.4f;

                            pos0 = m_TakeAwayGameObjectMap[i].transform.position +
                                   translation.normalized * distance;

                            aimPos = m_baseTool.GetGroundPoint(pos0);

                            m_TakeAwayGameObjectMap[i].transform.Translate(aimPos - m_TakeAwayGameObjectMap[i].transform.position, Space.World);

                            NoUseList.Add(i);
                        }
                        else
                        {
                            m_TakeAwayGameObjectMap[i].transform.Translate(translation, Space.World);
                        }
                    }
                }
            }

            if (NoUseList != null)
            {
                for (int i = 0; i < NoUseList.Count; ++i)
                {
                    //清除物件前,恢复动作
                    ActorObj actorBase = m_TakeAwayGameObjectMap[NoUseList[i]].GetComponent <ActorObj>();
                    if (actorBase != null)
                    {
                        actorBase.CanCurveMove();
                    }
                    m_TakeAwayGameObjectMap.Remove(NoUseList[i]);
                }
            }
        }
コード例 #8
0
ファイル: DamageCell.cs プロジェクト: midgithub/notes
        protected virtual void CalculateDamage()
        {
            // System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            //  sw.Start();
            CancelInvoke("CalculateDamage");

            bool isDamageSuccess = false;

            LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_skillBase.m_skillID);

            if (skillDesc == null)
            {
                return;
            }

            if (m_skillMgr.m_bShowSkillScope)
            {
                Vector3 pos = m_skillBase.m_actor.transform.position;
                if (null == m_SkillScope)
                {
                    if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS)
                    {
                        if (DamageTypeID.DTID_FUN == m_oneDamageInfo.type)
                        {
                            if (m_oneDamageInfo.damageNode.funDamage.angle >= 360)
                            {
                                m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_yuan", pos,
                                                                              m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle);
                            }
                            else
                            {
                                m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_shanxing", pos,
                                                                              m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle);
                            }


                            if (m_oneDamageInfo.damageNode.funDamage.angle < 360)
                            {
                                float   ActorAngle = 0.0f;
                                Vector3 ActorAxis  = Vector3.zero;
                                m_skillBase.m_actor.transform.rotation.ToAngleAxis(out ActorAngle, out ActorAxis);
                                if (m_SkillScope != null)
                                {
                                    float angle = Mathf.Acos(Vector3.Dot(m_skillBase.m_actor.transform.forward.normalized, new Vector3(1.0f, 0f, 0f))) * Mathf.Rad2Deg;
                                    if (ActorAngle >= 90 && ActorAngle <= 270)
                                    {
                                        m_SkillScope.transform.RotateAround(pos, Vector3.up, angle);
                                    }
                                    else
                                    {
                                        m_SkillScope.transform.RotateAround(pos, Vector3.up, -angle);
                                    }
                                }

                                //LogMgr.UnityLog("angle="+angle.ToString());


                                // m_SkillScope.transform.position += m_SkillScope.transform.up * 0.1f;
                            }
                        }
                        else if (DamageTypeID.DTID_RECT == m_oneDamageInfo.type)
                        {
                            m_SkillScope = WarningDecel.CreateRectangleDecal("Effect/skill/remain/fx_yujing_changfang", pos,
                                                                             m_oneDamageInfo.damageNode.rectDamage.width, m_oneDamageInfo.damageNode.rectDamage.length);
                            if (m_SkillScope != null)
                            {
                                m_SkillScope.transform.rotation  = m_skillBase.m_actor.transform.rotation;
                                m_SkillScope.transform.position += m_oneDamageInfo.damageNode.rectDamage.length / 2 * m_skillBase.m_actor.transform.forward;
                            }
                        }
                    }
                    //Invoke("HideSkillScope", m_oneDamageInfo.hitTime);
                }
            }

            //单体伤害
            if (!m_bIsAoe)
            {
                ActorObj targetObj = m_skillBase.m_actor.GetSelTarget();

                if (targetObj != null && m_skillBase.m_actor.IsSkillAim((sbyte)m_skillBase.m_skillDesc.Get <int>("faction_limit"), targetObj))
                {
                    ActorObj actorBase = targetObj;

                    //按伤害范围算出受伤害对象,具体有没有伤害,还要看对应的属性(免疫等)
                    bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform,
                                                                        targetObj.transform, actorBase.GetColliderRadius());

                    //伤害对象
                    if (isSkillSuccess)
                    {
                        isDamageSuccess = true;

                        //纠正被击表现
                        DamageParam damageParam = new DamageParam();
                        damageParam.skillID = m_skillBase.m_skillID;
                        //damageParam.attackObj = m_skillBase.m_castOwnObj;
                        damageParam.attackActor = m_skillBase.m_actor;

                        //damageParam.behitObj = attackObj.gameObject;
                        damageParam.behitActor = actorBase;
                        damageParam.IsClient   = true;

                        damageParam.weight            = m_oneDamageInfo.resetSkillWeight;
                        damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove;

                        CoreEntry.gSkillMgr.OnSkillDamage(damageParam);

                        //是否有眩晕效果
                        if (m_oneDamageInfo.dizzyParamDesc != null)
                        {
                            DizzyParam param = new DizzyParam();
                            param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime;

                            actorBase.OnEnterDizzy(param);
                        }
                    }
                }
            }
            else
            {
                //计算伤害  群体
                if (m_skillBase.m_actor == null)
                {
                    return;
                }

                ActorObj actor = null;

                for (int k = 0; k < m_skillBase.m_actor.m_TargetList.Count; ++k)
                {
                    actor = CoreEntry.gActorMgr.GetActorByServerID(m_skillBase.m_actor.m_TargetList[k]);

                    if (ArenaMgr.Instance.IsArenaFight)
                    {
                        actor = CoreEntry.gActorMgr.GetPlayerActorByServerID(m_skillBase.m_actor.m_TargetList[k]);
                    }

                    if (actor == null)
                    {
                        continue;
                    }

                    //对IOS出现怪物不动 报错的异常  进行错误处理
                    if (GameLogicMgr.checkValid(actor.gameObject) == false)
                    {
                        continue;
                    }

                    {
                        isDamageSuccess = true;

                        //纠正被击表现
                        DamageParam damageParam = new DamageParam();
                        damageParam.skillID = m_skillBase.m_skillID;
                        // damageParam.attackObj = m_skillBase.m_castOwnObj;
                        damageParam.attackActor = m_skillBase.m_actor;
                        // damageParam.behitObj = obj.gameObject;
                        damageParam.behitActor        = actor;
                        damageParam.weight            = m_oneDamageInfo.resetSkillWeight;
                        damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove;

                        damageParam.IsClient = true;

                        CoreEntry.gSkillMgr.OnSkillDamage(damageParam);

                        //是否有眩晕效果
                        if (m_oneDamageInfo.dizzyParamDesc != null)
                        {
                            DizzyParam param = new DizzyParam();
                            param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime;

                            actor.OnEnterDizzy(param);
                        }

                        if (isDamageSuccess && actor.mActorType == ActorType.AT_BOSS && m_skillBase.m_actor.IsMainPlayer())
                        {
                            m_isHadLoadFrameStop = true;

                            //顿帧
                            if (m_oneDamageInfo.frameStopDesc != null)
                            {
                                //GameObject frameStopObj = Instantiate(
                                //    CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject;
                                GameObject frameStopObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.frameStopDesc.prefabPath);

                                ISkillCell skillCell = frameStopObj.GetComponent <ISkillCell>();
                                if (skillCell)
                                {
                                    skillCell.Init(m_oneDamageInfo.frameStopDesc, m_skillBase, actor);
                                    m_skillBase.AddSkillCell(frameStopObj);
                                }
                                else
                                {
                                    //没有skillcell说明,坏掉了马上清理掉
                                    Destroy(frameStopObj);
                                }
                            }
                        }
                    }
                }
            }


            LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID);


            string remanEfx = null;

            if (skill_action != null)
            {
                remanEfx = skill_action.Get <string>("remain");
            }


            //地表残留
            if (remanEfx.Length > 0 && m_oneDamageInfo.m_bUseRemain)
            {
                //GameObject efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx);
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx);


                if (efxObj == null)
                {
                    //efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx);
                    efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx);
                }


                //yy 特效和模型按等比例缩放
                //if (m_skillBase.m_actor.actorCreatureDisplayDesc.sacle > 1.0f)
                //{
                //    ParticleScaler ScaleComponet = efxObj.GetComponent<ParticleScaler>();
                //    if (ScaleComponet == null)
                //        ScaleComponet = efxObj.AddComponent<ParticleScaler>();

                //    ScaleComponet.particleScale = m_skillBase.m_actor.actorCreatureDisplayDesc.sacle;

                //}


                float maxEfxTime = 0;

                if (efxObj)
                {
                    NcCurveAnimation[] efxAnimations = efxObj.GetComponentsInChildren <NcCurveAnimation>();
                    for (int i = 0; i < efxAnimations.Length; ++i)
                    {
                        // efxAnimations[i].m_fDelayTime /= m_speed;
                        // efxAnimations[i].m_fDurationTime /= m_speed;

                        float efxTime = efxAnimations[i].m_fDelayTime + efxAnimations[i].m_fDurationTime;
                        if (efxTime > maxEfxTime)
                        {
                            maxEfxTime = efxTime;
                        }
                    }
                }

                if (skill_action != null)
                {
                    if (skill_action.Get <float>("skillEfxLength") > 0)
                    {
                        maxEfxTime = skill_action.Get <float>("skillEfxLength");
                    }

                    //特效存在时间
                    if (maxEfxTime <= 0.001)
                    {
                        maxEfxTime = m_skillBase.m_actor.GetActionLength(skill_action.Get <string>("animation"));
                    }
                }


                EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = efxObj.AddComponent <EfxAttachActionPool>();
                }

                //yy test

                efx.InitRemain(m_skillBase.m_actor.transform, maxEfxTime, false);


                m_RemainEfx = efx;
            }



            //场景物件,主角破坏
            if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER)
            {
                GameObject[] brokedObjs = CoreEntry.gSceneMgr.brokedObjArray;
                for (int i = 0; i < brokedObjs.Length; ++i)
                {
                    if (brokedObjs[i] == null)
                    {
                        continue;
                    }

                    bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform, brokedObjs[i].transform, 0.5f);

                    //伤害对象
                    if (isSkillSuccess)
                    {
                        Broked broked = brokedObjs[i].GetComponent <Broked>();
                        int    weight = 3;//m_skillBase.m_skillDesc.weight;
                        if (m_oneDamageInfo.resetSkillWeight > 0)
                        {
                            weight = m_oneDamageInfo.resetSkillWeight;
                        }

                        broked.DoBroked(m_skillBase.m_actor.thisGameObject, weight);
                    }
                }
            }

            //if (isDamageSuccess && !m_isHadLoadFrameStop)
            //{
            //    m_isHadLoadFrameStop = true;

            //    //顿帧
            //    if (m_oneDamageInfo.frameStopDesc != null)
            //    {
            //        GameObject frameStopObj = Instantiate(
            //            CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject;

            //        ISkillCell skillCell = frameStopObj.GetComponent<ISkillCell>();

            //        skillCell.Init(m_oneDamageInfo.frameStopDesc,m_skillBase.m_actor);

            //        m_skillBase.AddSkillCell(frameStopObj);
            //    }

            //}

            //屏震    不是主玩家 , 就不震屏幕
            if (m_skillBase.m_actor.IsMainPlayer() || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS)
            {
                if (m_oneDamageInfo.cameraShakeDesc != null)
                {
                    if (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == false ||
                        (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == true && isDamageSuccess == true)
                        )
                    {
                        //GameObject cellObj = Instantiate(
                        //    CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.cameraShakeDesc.prefabPath)) as GameObject;

                        GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.cameraShakeDesc.prefabPath);
                        cellObj.transform.parent = transform;

                        // m_oneDamageInfo.cameraShakeDesc.playTime = m_oneDamageInfo.hitTime;

                        ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();
                        skillCell.Init(m_oneDamageInfo.cameraShakeDesc, m_skillBase);

                        m_skillBase.AddSkillCell(cellObj);
                    }
                }
            }



            //是否持续伤害
            if (m_oneDamageInfo.isRepeatedly && m_repeateKeep > 0)
            {
                Invoke("CalculateDamage", m_oneDamageInfo.damageDiff / m_skillBase.m_speed);
                --m_repeateKeep;
            }

            // sw.Stop();
            if (m_skillBase.m_actor.IsLocalPlayer())
            {
                // Debug.LogError("3....." + sw.ElapsedMilliseconds + "毫秒.....");
            }
        }
コード例 #9
0
        void ApplyForce(ActorObj actor)
        {
            Vector3 diff = (transform.position - actor.transform.position);

            if (actor.CheckIfNotBossOrInQijue())
            {
                if (diff.sqrMagnitude <= radiusSQ)
                {
                    Vector3 distance = diff.normalized * speed * Time.deltaTime;
                    distance.y = 0;
                    Vector3 dest = actor.transform.position + distance;
                    if (BaseTool.instance.CanMoveToPos(actor.transform.position, dest, actor.GetColliderRadius()))
                    {
                        BaseTool.SetPosition(actor.transform, actor.transform.position + distance);
                    }
                }
            }
        }
コード例 #10
0
        protected void NextAim()
        {
            hitCount--;
            if (hitCount <= 0)
            {
                AutoEnd();
                return;
            }

            ActorObj aimActorBase = null;

            List <ActorObj> AIMList     = new List <ActorObj>();
            List <ActorObj> noDIZZYList = new List <ActorObj>();

            // 下一个目标
            //计算伤害  群体
            List <ActorObj> actors = CoreEntry.gActorMgr.GetAllMonsterActors();

            for (int i = 0; i < actors.Count; i++)
            {
                //对IOS出现怪物不动 报错的异常  进行错误处理
                if (GameLogicMgr.checkValid(actors[i].gameObject) == false)
                {
                    continue;
                }
                GameObject obj       = actors[i].gameObject;
                ActorObj   actorBase = actors[i];

                //临时判断
                ActorObj castBase = m_param.castObj.GetComponent <ActorObj>();
                if (actorBase.mActorType == castBase.mActorType)
                {
                    continue;
                }

                if (actorBase.IsDeath())
                {
                    continue;
                }

                if (!CoreEntry.gGameMgr.IsPvpState() && !castBase.IsAimActorType(actorBase))//IsAimActorType(actorBase.mActorType))
                {
                    continue;
                }

                if (obj.transform == m_aimTransform) // 跳过自己
                {
                    continue;
                }

                // 栅栏怪等建筑物不可以被击退,击飞,聚集,眩晕
                //if (actorBase.actorCreatureInfo.behitMoveBase == 0 && actorBase.actorCreatureInfo.behitBackBase == 0 && actorBase.actorCreatureInfo.behitFlyBase == 0)
                //{
                //    continue;
                //}

                // 距离
                if (m_aimTransform == null)
                {
                    if (!CoreEntry.gBaseTool.IsPointInCircleXZ(m_param.castObj.transform.position, actorBase.transform.position,
                                                               m_param.TanTanLeDis, actorBase.GetColliderRadius()))
                    {
                        continue;
                    }
                }
                else
                if (!CoreEntry.gBaseTool.IsPointInCircleXZ(m_aimTransform.transform.position, actorBase.transform.position,
                                                           m_param.TanTanLeDis, actorBase.GetColliderRadius()))
                {
                    continue;
                }

                AIMList.Add(actorBase);

                if (actorBase.curActorState != ACTOR_STATE.AS_DIZZY)
                {
                    noDIZZYList.Add(actorBase);
                }

                if (aimActorBase == null)
                {
                    aimActorBase = actorBase;
                    continue;
                }
            }

            // 在没有眩晕的怪之间随机
            if (noDIZZYList.Count > 0)
            {
                aimActorBase = noDIZZYList[Random.Range(0, noDIZZYList.Count)];
            }
            else
            // 在眩晕的怪之间随机
            if (AIMList.Count > 0)
            {
                aimActorBase = AIMList[Random.Range(0, AIMList.Count)];
            }

            if (aimActorBase != null)
            {
                m_aimTransform = aimActorBase.transform;

                if (objEfx != null)
                {
                    objEfx.SetActive(true);
                }

                if (GetComponent <Collider>() != null)
                {
                    GetComponent <Collider>().enabled = false;
                    GetComponent <Collider>().enabled = true;
                }
            }
            else
            {
                AutoEnd(); // 没有目标就消失了
            }
        }